Cogs and gears are visible in the gaps of this metallic creature’s armor. It wields a polearm as it stands ready at attention.
Clockwork Soldier (CR 6)
N Medium Construct (Clockwork)
Init +6; Senses Darkvision 60 ft., low-light vision, see invisibility; Perception +0
AC 20, touch 14, flat-footed 16 (+2 dex, +2 dodge, +6 natural)
hp 64  (8d10+20)
Fort +2, Ref +6, Will +2
DR 5/adamantine; Immune Construct traits
Speed 30 ft.
Melee +1 Halberd +18/+13 (1d10+14/x3) or 2 Claws +17 (1d8+9)
Space 5 ft.; Reach 5 ft.
Special Attacks Latch
Str 28, Dex 15, Con -, Int -, Wis 11, Cha 1
Base Atk +8; CMB +17 (+19 disarm); CMD 31 (33 vs disarm)
Feats Improved Initiative, Lightning Reflexes
SQ Efficient winding, Lightning Craze, Proficient, Standby, Swift reactions
Efficient Winding (Ex)
A clockwork soldier can function for 2 days per HD each time it is wound up.
Lightning Craze (Ex)
Whenever struck by any lightning damage there is a 50% chance the clockwork soldier can malfunction giving it the confuse status effect during its next turn.
Clockwork soldiers have specially designed hands that easily grasp and lock onto weapons and objects. A soldier can attempt to disarm or grapple as a standard action without provoking an attack of opportunity, and it receives a +2 bonus on disarm checks. In addition, it receives a +2 bonus to CMD against attempts to disarm it.
A clockwork soldier is proficient with all simple and martial weapons.
A clockwork soldier can place itself on standby as a standard action. While on standby, a clockwork soldier cannot move or take any actions. It remains aware of its surroundings but takes a -4 penalty on Perception checks. Time spent on standby does not count against the soldier’s wind-down duration. A clockwork soldier can exit standby as a swift action—if it does so to initiate combat, it gains a +4 racial bonus on its Initiative check.
The creator must start with crafted clockwork pieces worth 1,000 gp; the cost of the soldier’s weapon is not included in this price.
CL 12th; Price 37,000 gp